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- /*
- ===========================================================================
- Doom 3 BFG Edition GPL Source Code
- Copyright (C) 1993-2012 id Software LLC, a ZeniMax Media company.
- This file is part of the Doom 3 BFG Edition GPL Source Code ("Doom 3 BFG Edition Source Code").
- Doom 3 BFG Edition Source Code is free software: you can redistribute it and/or modify
- it under the terms of the GNU General Public License as published by
- the Free Software Foundation, either version 3 of the License, or
- (at your option) any later version.
- Doom 3 BFG Edition Source Code is distributed in the hope that it will be useful,
- but WITHOUT ANY WARRANTY; without even the implied warranty of
- MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
- GNU General Public License for more details.
- You should have received a copy of the GNU General Public License
- along with Doom 3 BFG Edition Source Code. If not, see <http://www.gnu.org/licenses/>.
- In addition, the Doom 3 BFG Edition Source Code is also subject to certain additional terms. You should have received a copy of these additional terms immediately following the terms and conditions of the GNU General Public License which accompanied the Doom 3 BFG Edition Source Code. If not, please request a copy in writing from id Software at the address below.
- If you have questions concerning this license or the applicable additional terms, you may contact in writing id Software LLC, c/o ZeniMax Media Inc., Suite 120, Rockville, Maryland 20850 USA.
- ===========================================================================
- */
- #ifndef __PLAYERPROFILE_H__
- #define __PLAYERPROFILE_H__
- #include "Precompiled.h"
- #include "Serializer.h"
- //#include "SaveGameManager.h"
- #define MAX_PROFILE_SIZE ( 1024 * 1000 ) // High number for the key bindings
- #define SAVEGAME_PROFILE_FILENAME "_PROF"
- extern idCVar s_volume_sound;
- extern idCVar s_volume_midi;
- class idSaveGameProcessorSaveProfile;
- class idSaveGameProcessorLoadProfile;
- class idPlayerProfile;
- /*
- ================================================
- idProfileMgr
- ================================================
- */
- class idProfileMgr {
- public:
- idProfileMgr();
- ~idProfileMgr();
- // Called the first time it's asked to load
- void Init( idPlayerProfile * profile );
- void Pump();
- idPlayerProfile * GetProfile();
- private:
- void LoadSettings();
- void SaveSettings();
- private:
- idSaveGameProcessorSaveProfile * profileSaveProcessor;
- idSaveGameProcessorLoadProfile * profileLoadProcessor;
- idPlayerProfile * profile;
- saveGameHandle_t handle;
- };
- /*
- ================================================
- idSaveGameProcessorSaveProfile
- ================================================
- */
- class idSaveGameProcessorSaveProfile : public idSaveGameProcessor {
- public:
- DEFINE_CLASS( idSaveGameProcessorSaveProfile );
- idSaveGameProcessorSaveProfile();
- bool InitSaveProfile( idPlayerProfile * profile, const char * folder );
- virtual bool Process();
- private:
- idFile_Memory * profileFile;
- idFile_Memory * staticScreenshotFile;
- idPlayerProfile * profile;
- };
- /*
- ================================================
- idSaveGameProcessorLoadProfile
- ================================================
- */
- class idSaveGameProcessorLoadProfile: public idSaveGameProcessor {
- public:
- DEFINE_CLASS( idSaveGameProcessorLoadProfile );
- idSaveGameProcessorLoadProfile();
- ~idSaveGameProcessorLoadProfile();
- bool InitLoadProfile( idPlayerProfile * profile, const char * folder );
- virtual bool Process();
- virtual void PostProcess();
- private:
- idFile_Memory * profileFile;
- idPlayerProfile * profile;
- };
- /*
- ================================================
- profileStatValue_t
- ================================================
- */
- union profileStatValue_t {
- int i;
- float f;
- };
- /*
- ================================================
- idPlayerProfile
- The general rule for using cvars for settings is that if you want the player's profile settings to affect the startup
- of the game before there is a player associated with the game, use cvars. Example: video & volume settings.
- ================================================
- */
- class idPlayerProfile {
- public:
- static const int MAX_PLAYER_PROFILE_STATS = 500;
- enum state_t {
- IDLE = 0,
- SAVING,
- LOADING,
- SAVE_REQUESTED,
- LOAD_REQUESTED,
- ERR
- };
- enum displayMode_t {
- DISPLAY_INVALID = -1,
- DISPLAY_WINDOWED,
- DISPLAY_FULLSCREEN,
- MAX_DISPLAY_MODES
- };
- enum syncTypes_t {
- SYNC_INVALID = -1,
- SYNC_TEAR,
- SYNC_ON,
- SYNC_SMART,
- MAX_SYNC_COUNT,
- };
- public:
- idPlayerProfile(); // don't instantiate. we static_cast the child all over the place
- virtual ~idPlayerProfile();
- //------------------------
- // each game can override but call the parent serialize first
- //------------------------
- virtual void SetDefaults();
- virtual void Init();
- virtual bool SerializeSettings( idSerializer & ser );
- //------------------------
- // each game must override, not an abstract method because we have a static object as a hack... ugh.
- //------------------------
- virtual int32 GetProfileTag() { return -1; }
- int GetDeviceNumForProfile() { return deviceNum; }
- void SetDeviceNumForProfile( int num ) { deviceNum = num; }
- //------------------------
- void SaveSettings();
- void LoadSettings();
- state_t GetState() const { return state; }
- state_t GetRequestedState() const { return requestedState; }
-
- //------------------------
- // settings
- //------------------------
- float GetFrameScaleX() const { return frameScaleX; }
- float GetFrameScaleY() const { return frameScaleY; }
- void SetFrameScaleX( float scale ) { frameScaleX = scale; }
- void SetFrameScaleY( float scale ) { frameScaleY = scale; }
- int GetMusicVolume() const;
- int GetSoundVolume() const;
- void SetMusicVolume( int volume );
- void SetSoundVolume( int volume );
- bool GetAlwaysRun() const { return alwaysRun; }
- void SetAlwaysRun( bool set ) { alwaysRun = set; }
- //------------------------
- // misc
- //------------------------
- virtual int GetLevel() const;
- void ClearAchievementBit( const int id ); // Should only be called by idLocalUser
- bool GetAchievementBit( const int id ) const;
- void SetAchievementBit( const int id ); // Should only be called by idLocalUser
- bool GetSeenInstallMessage() const { return seenInstallMessage; }
- void SetSeenInstallMessage( bool seen ) { seenInstallMessage = seen; }
- bool HasSavedGame() const { return hasSavedGame; }
- void SetHasSavedGame() { hasSavedGame = true; }
- protected:
- friend class idLocalUser;
- friend class idProfileMgr;
- // used by idLocalUser and internally
- void StatSetInt( int s, int v );
- void StatSetFloat( int s, float v );
- int StatGetInt( int s ) const;
- float StatGetFloat( int s ) const;
- private:
- void SetState( state_t value ) { state = value; }
- void SetRequestedState( state_t value ) { requestedState = value; }
- protected:
- //------------------------
- // settings
- //------------------------
- bool alwaysRun;
- int musicVolume;
- int soundVolume;
- //------------------------
- // video settings
- //------------------------
- float frameScaleX;
- float frameScaleY;
- //------------------------
- // state management
- //------------------------
- state_t state;
- state_t requestedState;
- //------------------------
- // stats are stored in the profile
- //------------------------
- idStaticList< profileStatValue_t, MAX_PLAYER_PROFILE_STATS > stats;
-
- //------------------------
- // misc
- //------------------------
- int deviceNum;
- bool seenInstallMessage;
- uint64 achievementBits;
- bool hasSavedGame;
- };
- #endif
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